// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Toolkits/IToolkitHost.h" #include "Modules/ModuleInterface.h" #include "Toolkits/AssetEditorToolkit.h" class IStringTableEditor; class UStringTable; namespace UE::AssetTools { struct FPackageMigrationContext; } /** String Table Editor module */ class STRINGTABLEEDITOR_API FStringTableEditorModule : public IModuleInterface, public IHasMenuExtensibility, public IHasToolBarExtensibility { public: // IModuleInterface virtual void StartupModule() override; virtual void ShutdownModule() override; /** * Creates an instance of string table editor object. * * @param Mode Mode that this editor should operate in * @param InitToolkitHost When Mode is WorldCentric, this is the level editor instance to spawn this editor within * @param StringTable The string table to start editing * * @return Interface to the new string table editor */ TSharedRef CreateStringTableEditor(const EToolkitMode::Type Mode, const TSharedPtr& InitToolkitHost, UStringTable* StringTable); /** Gets the extensibility managers for outside entities to extend static mesh editor's menus and toolbars */ virtual TSharedPtr GetMenuExtensibilityManager() override { return MenuExtensibilityManager; } virtual TSharedPtr GetToolBarExtensibilityManager() override { return ToolBarExtensibilityManager; } /** StringTable Editor app identifier string */ static const FName StringTableEditorAppIdentifier; private: void OnPackageMigration(UE::AssetTools::FPackageMigrationContext& MigrationContext); TSharedPtr MenuExtensibilityManager; TSharedPtr ToolBarExtensibilityManager; };